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This volume is the first to focus on the presentation of Ancient Egypt in video games. The contributions examine diverse topics concerning how Egyptian history, culture, monuments, and the land itself are portrayed across a diverse range of game genres. Over forty years of video games are analysed, including those from well-known franchises ( Assassin’s Creed ; Tomb Raider ), as well as those from independent developers. The games studied employ Ancient Egypt in different ways, as the main historical setting of the game, as the inspiration for the game’s world, or as a point of reference for specific aspects of the game. Contributions by game designers from Oneiric Studios also reveal the motivations for using Egypt as the source for their game design and narrative ( Path of Ra ). The number of games discussed in this volume and their diversity demonstrates the important role that games play in shaping the popular imagination of Ancient Egypt.
This volume is the first to focus on the presentation of Ancient Egypt in video games. The contributions examine diverse topics concerning how Egyptian history, culture, monuments, and the land itself are portrayed across a diverse range of game genres. Over forty years of video games are analysed, including those from well-known franchises ( Assassin’s Creed ; Tomb Raider ), as well as those from independent developers. The games studied employ Ancient Egypt in different ways, as the main historical setting of the game, as the inspiration for the game’s world, or as a point of reference for specific aspects of the game. Contributions by game designers from Oneiric Studios also reveal the motivations for using Egypt as the source for their game design and narrative ( Path of Ra ). The number of games discussed in this volume and their diversity demonstrates the important role that games play in shaping the popular imagination of Ancient Egypt.
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